ADwD Mafia 61: Drowned Men, Krakens, and Maesters, oh my!

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Playerlist-
House Blount
House Brune
House Bywater
House Chester
House Connington
House Dondarrion
House Erenford
House Farring
House Glover
House Karstark
House Mallister
House Manwoody
House Marbrand
House Penrose
House Pommingham
House Poole
House Reyne
House Selmy
House Varner

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The game will be an [b]ALL ROLED[/b], [b]3 FACTION[/b] [b]Game [/b]with [b]NO MOD CF[/b]. A role list will not be explicitly made, however I will tell you that any role that has ever been used (and perhaps one or two that haven't) could be a part of the game (no miller or godfather). Like most all roled games, the roles will all be limited in some way to preserve both balance and stability. The setting is still under construction, details will be provided this weekend or the beginning of the next week. We are hoping to start next Wednesday or Thursday (7th or 8th), but please [b]sign up ASAP[/b] so that the balance can be decided upon (we have contingency plans depending on the number of signups we get). We are carefully discussing the balance and stability of the factions to ensure a fair and fun game for everyone (read: cult will be slightly different, mainly nerfed, so don't fear another cult that converts every other until the game ends).

If you are new and a member of the board (yes I am looking at you) then sign up now! If you aren't sure then PM this alt and we'll assuage any and all of your fears (and consider you signed up :P). If you've never been to the mafia board, or even heard of mafia, then you should do the same! We are always excited to get new members so that [s]we can lynch you day 1[/s] our games will grow in size (and fun :)).

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[b]1.1[/b]
Welcome to the latest installment of A Game Of Thrones Mafia. Even if you've played before, please at least skim these rules.

[b]1.2[/b]
If you're new to the game, you might find the following links useful:

[url="http://asoiaf.westeros.org/index.php?s=&showtopic=12970&view=findpost&p=502552"]A Short Introduction to Mafia[/url]
This introduction is primarily aimed at people who have never played the game in any form before, but also contains some information that might be useful for people who have merely not played on this board before.

[url="http://www.sitesled.com/members/mikeburnfire/mafiascum04.swf"]Flash Introduction To Mafia[/url]
Another quick introduction, featuring a short sample game. However, note that the rules used here vary in several key ways from the rules of this game.

[url="http://gotmafia.freeibboard.com/"]The GOT Mafia Discussion Board[/url]
For spectators who want to discuss the game away from the players.[b]Everyone playing should have created an account here before the game starts. If you do not have an account here you will not be allowed to play[/b].

[b]1.3[/b]
If you would like to play in the game, then send a PM to me indicating your desire to do so.

[b]Section 2
Before The Game[/b]

[b]2.1[/b]
Everyone who is playing will be sent a PM assigning them an alt and telling them their login name and password just before the game starts. If you think you should have been given an alt but haven't been, please contact the mods. Do not post about it on the thread.

[b]2.2[/b]
As soon as you have been given an alt you are an active player. You will continue to be an active player until your character is killed in the game or you are replaced by the mods. If you are replaced, please do not post on the thread any more.

[b]2.3[/b]
The alt that you have been assigned should have received a PM listing your role and alignment. Your alignment is your team. Mafia is a team game, and there is no individual winning or losing.

You are either playing for the innocents, or for the FM or Cult. If you are playing for the innocents, your goal is to uncover all of the FM and Cult before they kill all of you. If you are playing for the FM or Cult your goal is, obviously enough, to not get caught until you have killed all of the innocents and the other evil faction.

[b]2.4[/b]
In addition to your faction you will also have been given a role. Roles will be distributed completely randomly. Do not meta any roles under the assumption that they are inherently evil. Some roles may be more useful to certain factions, however random.org rules all.

[b]Section 3
During The Game[/b]

[b]3.1[/b]
The game is divided into two phases: day and night. During the day people can vote for people they want to lynch (remove from the game) or vote to go to night without lynching. At night people with roles can perform special actions; in particular the Killers can pick one innocent to target and attempt to kill. Some roles may also have the ability to perform special actions during the day.

Discussion on the thread can continue freely during both phases of the game.

[b]3.2[/b]
During the day, people can vote for someone to be lynched or vote to end the day without lynching anyone ([b]'vote to go to night'[/b]). You can only have one vote outstanding at any time, but need not have any vote at all. To remove a vote without voting for night, simply [b]'remove vote'[/b]. You cannot ever vote for yourself.

All votes must be in [b]bold[/b] to be counted. Please make new votes in new posts, don't just edit old ones; this makes it much easier for the mods to keep track of votes properly.

[b]3.3[/b]
As soon as a majority of votes have cast for one decision, the day is over. While the mods will post to officially declare this, the day actually ends as soon as the final vote is cast. Anyone lynched is now dead and cannot post on the thread any more. When the mods post to announce their death they will reveal nothing about that player. Votes cannot be withdrawn and new votes cannot be made.

A majority means either more than half the number of people playing (for a conviction) or half or more of this number (for a vote to go to night)

[b]3.4[/b]
The day will also end without anyone being lynched if the players cannot reach a consensus within 32 hours.

[b]3.5[/b]
During the night, some players will have the ability to perform special actions. To do so, they should PM the mods either before night falls or up to 10 hours after it does so. Note that no player ever has to perform an action, but that to do nothing they should PM the mods stating their desire to carry out 'no action'. Also note that it is acceptable for PMs sent in before night falls to list alternative actions depending on the outcome of the day. If such a PM is sent which does not specify what action to take given the way the day actually ended, the mods will act as if no PM was sent. In this case, it is the player's responsibility to send in a new night action PM.

If not all PMs are received within this time, everyone who has failed to send in a PM will be considered to have taken no action. In addition, those who failed to send in a PM will be warned by the mods or may risk further penalties (up to and including modkilling or replacement).

Because of this, we [u]strongly[/u] recommend that players send in provisional night action PMs. Such PMs may be sent in during either the day or the night, and may be changed at any time up until the point they become definite. A provisional PM becomes definite as soon as the mods have received definite PMs from all other players who can perform night actions or as soon as the time limit for the night is reached. Provisional PMs may also be confirmed as definite by the people who sent them in, and in fact the mods urge people to confirm any provisional PMs they send as soon as they are happy with them in the interests of shorter nights.

To be clear: the night can last as long as it does so that everybody who needs to will have time to send in a PM. It does not last this long to give people lots of extra time to think about their choice of night action. Shorter nights make the mods happier.

[b]3.6[/b]
PMs to the mod can be changed at any point before the new day is announced, provided there is a legitimate reason for the change. What exactly constitutes a legitimate reason is left to the discretion of the mods.

Note that you do not need to give a reason for changing a provisional PM.

To help the mods, please state the reason you are changing your PM when you send in a new choice.

[b]3.7[/b]
Once the mods have received all PMs (or the time limit for night has been reached) they will post a morning scene to inform everyone on the thread of the result of the night's actions. If an action was blocked or prevented for some reason no mention will be made of this fact. There are no hidden clues in the death scenes. All night actions sent in will be considered to have occurred simultaneously. As soon as this post is made the new day will begin and any players who have been killed at night will be dead. The time limit for the new day will begin with this post.

[b]3.8[/b]
The game begins during a day phase and will continue to alternate between phases until the game ends. The game can end during either the day or the night.

[b]Section 4
General Conduct[/b]

[b]4.1[/b]
By signing up to play, you agree that you will do your best to be involved in the game and will be able to post on the thread as long as you remain an active player. In particular, all players must make at least one post every 30 hours (and PM the mods within 10 hours of night falling if you have a role with night powers). If, during the game, you realise you will have to be inactive for (slightly) longer than the required period please contact the mods privately to let them know. The mods will then post an announcement on the thread so that everyone will be aware of the absence in advance. Intentionally not posting for 30 hours for strategy reasons is an egregious breach of this rule and the spirit of the game.

Anyone who fails to post within the required time and has not informed the mods will be automatically mod-killed or replaced if a replacement is available. Though the mods will post to announce the death, this will only be as confirmation of an event that has already happened.

[b]4.2[/b]
PMs from or to the mods should stay private. Please do not post them on the thread or offer to do so. Please also avoid discussing the timing of your PMs if you are a roled player. That is, while you may post on the thread during the night to say you have sent in your PM, please do not post to tell people that have sent in your PM at a certain time, you have not yet sent in a PM, or that you plan to wait a certain length of time before doing so.

[b]4.3[/b]
Discussion of the alts of living players on the thread is frowned upon. In particular we ask that you do not reveal your own alt or attempt to make arguments based on it. Note that this rule does [u]not[/u] simply mean you cannot explicitly say who you are on the thread; references to past games that make no attempt to hide your role in them or changes to your alt's signature are also strongly discouraged and the mods may ask you to edit any post in which you are considered to have implicitly revealed your alt in this fashion.

[b]4.4[/b]
Please try not to use off-thread information such as which players have recently been active, who is currently viewing the thread or anything of the sort as a basis for either your arguments or your actions.
More specifically, do not post any such information on the thread. If you do so we will certainly ask you to edit it out and may take further action.

To be clear: it is perfectly fine to discuss the times at which a player has posted as this information is available on the thread. However, discussing the times at which the player was viewing the thread is not, as this information is [i]not[/i] on the thread. We recommend that all players log in anonymously - both when viewing the game thread and when on the discussion board - while the game is ongoing.

[b]4.5[/b]
Active players should not discuss any part of the game with each other outside the thread. Active players should also avoid discussing the game with people who aren't playing (other than the mods), and should certainly limit themselves to general comments about the game if they do choose to do so.

[b]4.6[/b]
Active players should also not give anyone else access to the their alt. Please do not change the password of your alt account as it is important that the mods know all the passwords in case you need to be replaced. In rare circumstances you may be allowed to have somebody else make a post for you using your alt. However, this can only be done with the consent of the mods, and it is up to them to give the account information to the person standing in for you.

[b]4.7[/b]
Please avoid making personal attacks on other players in the thread. If you feel someone else on the thread has said something objectionable, you may contact the mods to register your feelings. However, what exactly constitutes a personal attack is left to the discretion of the mods.

If the mods feel a personal attack has been made, they will ask the player in question to edit the offending posts (and to not make any such comments in future, of course). In exceptional circumstances, or if the behaviour in question continues, they may feel forced to take further action.

[b]4.8[/b]
Please remember that this a team game, and that by signing up you agree to do your best to help your faction win. The mods will not be amused if anyone playing decides (for whatever reason) to try to stop their own team from winning. Anyone who does this should expect to be modkilled ... and should not expect to play in any other game the mods run, for that matter.

[b]4.9[/b]
In short: please remember that this is a game, and that the aim is to have fun, but not at the expense of other people playing. Any questions about conduct that are not answered here can almost certainly be decided by considering this fact. If you think you shouldn't do something, you probably shouldn't. At the very least, please PM the mods for advice before you do anything you think may be considered questionable by other people playing.

Mafia is run on the honour system and only works as a game if we trust in the good faith of our fellow players.

[b]Section 5
Endgame[/b]

[b]5.1[/b]
The game is only over when a mod posts in the thread to announce that it is over. Even if you know (or believe you know) the result of the game before then, please do not post in the thread if you are not an active player.

[b]5.2[/b]
The mods will declare the game over and a win for one side or the other as soon as one faction achieves its winning conditions, listed below. If for any reason it becomes impossible for either faction to achieve its winning conditions, the mods will declare the game a draw.

The [u]innocents[/u] win if every one of the killers is killed, and at least one innocent is still alive.

[u]The FM[/u] win once all the innocents and cult are dead. (Note that if everybody dies this faction will win.)

[u]The Cult[/u] win once all the innocents and FM are dead.

[b]5.3[/b]
Additionally, the mods reserve the right to end the game at any time before this (as a win for either side, a draw, or any other result they deem appropriate) provided there are exceptional and compelling reasons to do so. In general, the mods will end the game early as soon as one faction's victory becomes inevitable.

[b]5.4[/b]
When the game is over, the mods will reveal the alts and roles of everybody who played and also give everyone access to the spectator threads on the other board.

[b]Section 6
Miscellaneous[/b]

[b]6.1[/b]
Despite the best intentions of the mods, it is possible that these rules contain mistakes, ambiguities or contradictions. If you think you have spotted any, please PM the mods as soon as possible to let them know. If the mods agree that there is a problem with the rules, they will post on the thread to announce this and change the rules accordingly.

[b]6.2[/b]
Players are in general encouraged to send in their thoughts to the mods throughout the game, to be posted on the spoiler discussion thread. The mods reserve the right to edit any thoughts they receive before posting them, but will generally post all thoughts unchanged.

[b]6.3[/b]
In general, only the mods and active players should post on the game thread during the game. Dead players and spectators should ask the game mods for access to the spoiler forum on the discussion board if they wish to comment on the game. Equally, people posting on the game thread should try to restrict themselves to comments about the game - if they wish to make an out of character comment on the thread they should clearly denote their comment as such by writing it in [i]italics[/i]. However such comments should be made very rarely, if at all.

[b]6.4[/b]
If something happens in the game that is not covered by these rules, it is up to the mod to decide how to deal with it. The mods' decision on this matter is final. However, the mods will endeavour to have as small an impact on the game as possible, intervening only when they feel it is necessary to keep the game running and not doing so to favour any one side or group of players over another.

[size=1]These rules have been adapted from the Westeros mafia standard ruleset by the game mod for this game and are copyrighted by the Westeros mafia community at [url="http://asoiaf.westeros.org/index.php?showforum=18"]A Song of Ice and Fire discussion board[/url] and [url="http://gotmafia.freeibboard.com"]aGoT mafia discussion board[/url]. These rules are not to be copied or adapted for use on another board without permission from the Westeros mafia community, which can be applied for by contacting one of the metamods: Plessiez, unJon or Sophelia.[/size]

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More General Information (if this is updated, I will note what is updated here)
CF-
There is no mod CF (alt or faction).

Day Length-
32 Hours

Modkill Length-
30 Hours

Night Length-
10 Hours

Winning Conditions and Brief Description:

Innocents-
The innocents will win when all cult members and FM have been killed.

Evil Factions:

FM-
The FM will win when the faction has 50% of the remaining players (able to go to night).

Cult-
The cult will win when the faction is able to eliminate all of the FM and innocents (by lynching).

Symp(s)-
There may be sympathizers at the beginning of the game for either or both evil factions. Unless they are promotable, a symp will be removed from the game when their masters die. No symp will be promotable after the start of day 2. Both FM and Cult symps would come up as INNOCENT.

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Oldtown, one of the oldest and most fantastic cities in Westeros. Under the stewardship of the Hightower family, Oldtown has been in capable hands for hundreds of years. It survived the invasion of the Andals, though only because it offered no resistance, survived the War of Conquest by Aegon, and survived the War of the Five Kings most recently. Euron and the Krakens are determined to take it, however, due to its strategic position at the end of the Honeywine. Going up the Honeywine would allow the main part of Euron's force come from an unexpected avenue into the Reach. Many ships have been making their presence known near the mouth of the Mander, attempting to draw the forces of the Reach down the Mander from Highgarden.

Oldtown was the key for the Ironborn. A huge prize in and of itself, however it would also allow for excellent strategic position for the van, with Victarion at its head, to assault the Tyrells. Therefore, to ensure such a difficult target would fall, the attack would not only need to be unexpected, it would also need to be preceded by some of Euron's finest. Finding and taking advantage of any and all vulnerabilities, and creating some that do not currently exist, would be absolutely essential to the siege...

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[u]Innocent-[/u]
You are a(n) hedge knight/acolyte/townsperson of Oldtown. When you saw the longboats in the distance, you tried to get into the Citadel and found the way barred. Shucks. Well, better go to the next best place to weather an invasion, any invasion, the Winchester. Where could be better? Heavy doors, you know it well, it has snacks, and you can have a pint while waiting for everything to blow over. How’s that for a slice of fried gold?

Of course, you did not count on the squad of Euron's finest soldiers hiding amongst the group holed up in the bar. The idiots tried to collapse the bar into the outer wall of the city to damage it. They were successful. To a degree. The walls and ceiling all collapsed while everyone was still in the basement, killing some and trapping the rest. Light and the sounds of battle could come through the openings directly overhead, however escape, for right now at least, is out of the question.

Looking around, you see a few people who have been crushed; some others look as though they perished after the collapse. Strange. Upon closer inspection, one poor guy has an axe stuck in his chest. Definitely struck by someone, he was not an unlucky victim of falling debris. There was also the pale bloated body of what looked to be one of Euron's men next to one of the water basins. Very strange. An Ironborn drowned. And it looks as though his chest was crushed, perhaps the result of an attempted resuscitation.

You have no idea what the hell that means, but anyone killing Euron's elite would have to be a friend right? Maybe not. Best to not make assumptions that will come back to haunt you. Fact is there are 17 other people in the room. Some are Ironborn. Some seem to enjoy drowning Ironborn, at least for now it has only been Ironborn. The rest are just like you, a nobody really. You are going to have to step up and save yourself as well as your fellow innocent folk.
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[u]FM-[/u]
You and your fellow Krakens beached your longship a few miles down the coast from Oldtown, out of sight. Just as Euron told you. Dragged the boats ashore and covered them in branches to conceal them. After accomplishing that, the next step was, at night, sneaking into one of the local towns to get cleaned up and some new clothes from some unlucky people in town. New clothes, no more briny smell, clean-shaven, completely unremarkable. Your mother would not even recognize you. Just as Euron told you.

A day prior to the invasion, you and the others scaled the walls of Oldtown, unseen once again. It was then time to inspect the defenses of Oldtown and the Citadel, find the weaknesses where the invasion could best penetrate the city. If there weren't any weaknesses to be found, then you'd have to make some.

Unsurprisingly, there was no vulnerability to be found. Oldtown was a well-kept city, maintained under the watchful eye of the Hightowers. Next best option was to create a weakness in the walls, or some other point of entry. But first, a pint. All the work certainly created quite a thirst in you and the others. Uhh, not quite as Euron told you.

But damn those pints were good. The naval force coming from the Iron Islands was sufficient to take any weak mainlander towns. You and the others were about to leave the Winchester, until the navy came into sight ahead of schedule. Or maybe the pints put you a bit behind schedule. Time to do something, at least so that Euron won't flay the lot of you alive. Stupidly, you and your drunken fellows ended up bringing the whole building down while you, and many others, were still in it. Definitely not as Euron told you.

Still, you needed to make the best of things. As you awoke next to a few of your shipmates, you saw a dead, wet and dead, comrade getting resuscitated by another one of your own. Something wasn't right in that scene though. The chest of the dead man cracked inwards. That bastard. You and a couple others grabbed weapons and one of you killed him with an overhanded chop to the chest that sheared through the clavicle and stuck the axe into the ribcage. You avoided the hot gore as it poured out onto the floor and grabbed the traitor and dragged him to another part of the basement room to hide what had happened.

Quickly, your group scattered, suspicious glances were exchanged, however it was imperative to hide any connection. A few of your own weren't as they seemed. Not only will you have to kill the pathetic drunkards from town that were stuck with you, but you are now also going to have to root out members of the Drowned Men cult. You thought you knew everyone that you had come to Oldtown with, but now you can't seem to differentiate some of the other drunkards and your shipmates. A couple you recognize and you see they recognize you; looks like you'll have to do it the old fashioned way. Hopefully you'll have some help from some of the newer men you don't recognize.
---------------------------------------------------------------
[u]Drowned Men (cult)-[/u]
Shortly after the debacle that was the Kingsmoot (or Queensmoot, depending on who you ask), Aeron Damphair drowned you, along with a few other of his trusted men. After vomiting out a few skins worth of water, you rose a new man. Cleansed. What is dead may never die.

As one of Aeron's trusted few, he gave you a task. Get close to Euron to gain his trust, spread the word of the Drowned God. Without him, the Ironborn would surely be destroyed. Although you knew of a few others also given the same task, Damphair also promised help could come from unexpected places. With a mission of this difficulty and danger, help would be very much appreciated.

With the blessing of the Drowned God, Euron's expeditionary force contained some true Ironborn, some of those that new the true religion of the Ironborn. It was the weakness of the nonbelievers among the group that got the troop stuck in the ruins of the Winchester in Oldtown. Immediately following the collapse, a fellow zealot shoved a shipmate into a nearby water basin, taking advantage of the fact that most of the others from the bar seemed to be unconscious. After the lucky new recruit stopped kicking, Piper Harlaw pulled Mexal Botley's body onto the ground and attempted to bring him back. What is dead may never die.

It was taking too long though. Had the Drowned God betrayed us? Had Aeron? No, it was not possible. Too long, too long. A few men ran over to Piper, other Ironborn most likely, one of them hacked into Piper's ribs, just after Piper crushed Mexal's chest with his desperate pounding. Another one lost. Now they know, you realized. They know that the cult has infiltrated their ranks. Time to make a move, a bit sooner than Damphair wanted, but it was do something or die. You stood up with the man next to you, feigning nervousness as the fear was plain on the man's face. You hope someone in this dank basement was here to help you and Piper, who knows though. It was time, it felt right. What is dead may never die, but rises again, harder and stronger.

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Oh, Oldtown, sweet Oldtown. One of the loveliest places of my RP games. There was lady Belligere, young sister of lady Merryweather and even better agent of Littlefinger, there was a lord Brax, a spy for Lannisters, and his twin brother (in question of statistics) spying for Tyrells... there was Samwell Tarly, and that tomcat called Sphynx, and that guy working for Euron, and that Alchemist guy working against Euron... home, sweet home!